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1.
In this paper, we provide an overview of challenges in mobile search and ranking, and envision the fundamental features that should be satisfied. We argue that two principles will help improve the relevance and quality of mobile search and ranking: the first one is to examine both intrinsic content features and context of items (usage statistics and social features, etc.); and the second one lies in that no algorithms can replace the objectivity of a human being—let users define the sites that they feel are relevant, leverage their social networks, and over time see their results become highly personalized. Specifically, wireless-virtualcommunity- based mobile search and ranking architecture is proposed in this paper, in which communities act as a first class abstraction for information sharing. Then, we introduce briefly the potential procedures of achieving high relevance and quality in mobile search and ranking based on wireless virtual community.  相似文献   

2.
The fundamental challenge in opportunistic networking, regardless of the application, is when and how to forward a message. Rank-based forwarding techniques currently represent one of the most promising methods for addressing this message forwarding challenge. While these techniques have demonstrated great efficiency in performance, they do not address the rising concern of fairness amongst various nodes in the network. Higher ranked nodes typically carry the largest burden in delivering messages, which creates a high potential of dissatisfaction amongst them. In this paper, we adopt a real-trace driven approach to study and analyze the trade-offs between efficiency, cost, and fairness of rank-based forwarding techniques in mobile opportunistic networks.Our work comprises three major contributions. First, we quantitatively analyze the trade-off between fair and efficient environments. Second, we demonstrate how fairness coupled with efficiency can be achieved based on real mobility traces. Third, we propose FOG, a real-time distributed framework to ensure efficiency–fairness trade-off using local information. Our framework, FOG, enables state-of-the-art rank-based opportunistic forwarding algorithms to ensure a better fairness–efficiency trade-off while maintaining a low overhead. Within FOG, we implement two real-time distributed fairness algorithms; Proximity Fairness Algorithm (PFA), and Message Context Fairness Algorithm (MCFA). Our data-driven experiments and analysis show that mobile opportunistic communication between users may fail with the absence of fairness in participating high-ranked nodes, and an absolute fair treatment of all users yields inefficient communication performance. Finally our analysis shows that FOG-based algorithms ensure relative equality in the distribution of resource usage among neighbor nodes while keeping the success rate and cost performance near optimal.  相似文献   

3.
In recent years, social Web users have been overwhelmed by the huge numbers of social media available. Consequentially, users have trouble finding social media suited to their needs. To help such users retrieve useful social media content, we propose a new model of tag-based personalized searches to enhance not only retrieval accuracy but also retrieval coverage. By leveraging social tagging as a preference indicator, we build two models: (i) a latent tag preference model that reflects how a certain user has assigned tags similar to a given tag and (ii) a latent tag annotation model that captures how users have tagged a certain tag to resources similar to a given resource. We then seamlessly map the tags onto items, depending on an individual user's query, to find the most desirable content relevant to the user's needs. Experimental results demonstrate that the proposed method significantly outperforms the state-of-the art algorithms and show our method's feasibility for personalized searches in social media services.  相似文献   

4.
5.
The processing capabilities of mobile devices coupled with portable and wearable sensors provide the basis for new context-aware services and applications tailored to the user environment and daily activities. In this article, we describe the approach developed within the UPCASE project, which makes use of sensors available in the mobile device as well as sensors externally connected via Bluetooth to provide user contexts. We describe the system architecture from sensor data acquisition to feature extraction, context inference and the publication of context information in web-centered servers that support well-known social networking services. In the current prototype, context inference is based on decision trees to learn and to identify contexts dynamically at run-time, but the middleware allows the integration of different inference engines if necessary. Experimental results in a real-world setting suggest that the proposed solution is a promising approach to provide user context to local mobile applications as well as to network-level applications such as social networking services.  相似文献   

6.
大多数移动社会性软件搜索方法缺乏对用户物理位置和社会性的兼顾研究。针对这种情况,提出了一种基于兴趣和位置的移动社会性软件搜索方法,通过设置不同功能类型的超级节点将覆盖层网络分层,从而兼顾了节点的社会性和物理位置。为了提高查询效率,引入了查询度的概念,节点的查询和位置更新均受其查询度的影响。实验结果表明,相比传统算法该方法在平均响应时间和查询效率上有显著提高。  相似文献   

7.
The proliferation of wireless and mobile devices such as personal digital assistants and mobile phones has created a large demand for mobile software applications such as social networking software. In addition, the realization and widespread usage of peer-to-peer (P2P) networking have drastically increased the number of applications utilizing these technologies. The convergence of mobile and P2P networking have generated increasing interest in the mobile peer-to-peer (MP2P) community. In this paper, we describe the design and development of a mobile social software (MoSoSo) based on a P2P network architecture using Juxtapose (JXTA) and Juxtapose for Java MicroEdition (JXME). The MoSoSo application allows users to discover, communicate and share resources with one another. We present three facets of designing the MoSoSo: object-oriented software design, network infrastructure design, and user-interface design. The software has been fully implemented and tested on a variety of mobile devices for use in a campus setting. By studying the design and implementation of the MoSoSo, we hope to benefit the entire mobile application development community by providing common models and insights into developing MP2P software.  相似文献   

8.
While pervasive technologies, such as mobile social networking sites (SNS), can contribute to increased enjoyment and convenience, their pervasive nature can also result in excessive use and consequently may arise several negative outcomes. We applied cognitive behavioral model and social cognitive theory to explain the negative consequences related to family, personal and professional life of excessive use of mobile SNS. The research model was empirically tested with 490 mobile SNS users. Our findings significantly contribute to the domain of “dark side of information technology” by theoretically and empirically investigating the negative outcomes of excessive use, and further examining their inter-relationships.  相似文献   

9.
Enjoyment experience has been generally regarded as a positive element which can drive various aspects of system usage. Little research has examined its potential adverse outcomes, especially in an emerging mobile services context. This study investigates the dual effects of enjoyment on mobile social networking service (Mobile SNS) usage behaviors by focusing on not only its positive outcomes but also its potential adverse consequences. In addition, this study explores the impacts of social self-efficacy and habit on these dual causal processes. A research model is developed and empirically tested using data collected from 398 mobile SNS users in China. The structural equation modeling analysis results indicate that enjoyment significantly affects both mobile SNS high engagement and mobile SNS addiction behaviors. Mobile SNS habit mediates the associations between mobile SNS enjoyment and mobile SNS addiction behaviors. Social self-efficacy directly affects mobile SNS users' enjoyment experience, and it also has important indirect impacts on the dual processes by effectively enhancing mobile SNS users' high engagement and alleviating their addiction behaviors. The theoretical and practical implications of our findings are also discussed.  相似文献   

10.
Modern mobile devices support accessing Web-based social networking services from the user interface (UI) of Web browsers, applications, and mobile widgets. While effectively accessing these services, people may find it tedious to switch between multiple user interfaces in order to be aware of the latest content. Aiming for an improved user experience, we experimented with integration of these services into mobile devices' main user interface. The integrated content is presented beyond application silos and automatically filtered to highlight the relevant elements. A mobile system called LinkedUI was developed and deployed in one lab test and one field study. Three findings emerge from these studies. Firstly, it is feasible to construct an alternative device UI that supports integration of Web content across applications and services via hyperlinking. Time, publisher (e.g., contacts), content types, and geographical locations are key dimensions for association of content. Secondly, the alternative device UI enables better usability of accessing social networking services than accessing them from individual Web sites on mobile devices. It helps people to be aware of the latest content during microbreaks. Thirdly, automatic filtering, on the basis of one user's data, is one promising approach to identifying relevant content. Given filtered content, most people using the automatic filtering approved the functionality and experienced a better sense of control that is arguably due to the reduced information volume.  相似文献   

11.
Smith  J.M. 《Computer》1999,32(1):40-42
The convergence of computing and networking is nowhere more evident than in the phenomenal growth of the World Wide Web. In another sense, though, computer networking is being pulled in two opposite directions. On the one hand, the Web's popularity and growth has been fueled largely by desktop applications consuming bandwidth-intensive images and video. On the other hand, thin-client computers are becoming more commonly used as edge-of-network devices, often connected by wireless technology. There is also an increasing mismatch between fiber-optic transmission bandwidths and computer speeds, pushing computing further away from the network core. Are there ways to close, or at least manage, this growing schism-whether through novel hardware solutions or the programmability of network infrastructures? Can we better integrate these edge-of-network devices and make them full-fledged network participants? The paper discusses programmable network challenges  相似文献   

12.
Although deep learning technologies have been widely exploited in many fields, they are vulnerable to adversarial attacks by adding small perturbations to legitimate inputs to fool targeted models.However, few studies have focused on intelligent networking in such an adversarial environment, which can pose serious security threats. In fact, while challenging intelligent networking, adversarial environments also bring about opportunities. In this paper, we, for the first time, simultaneously anal...  相似文献   

13.
The natural world is enormous, dynamic, incredibly diverse, and highly complex. Despite the inherent challenges of surviving in such a world, biological organisms evolve, self-organize, self-repair, navigate, and flourish. Generally, they do so with only local knowledge and without any centralized control. Our computer networks are increasingly facing similar challenges as they grow larger in size, but are yet to be able to achieve the same level of robustness and adaptability. Many research efforts have recognized these parallels, and wondered if there are some lessons to be learned from biological systems. As a result, biologically inspired research in computer networking is a quickly growing field. This article begins by exploring why biology and computer network research are such a natural match. We then present a broad overview of biologically inspired research, grouped by topic, and classified in two ways: by the biological field that inspired each topic, and by the area of networking in which the topic lies. In each case, we elucidate how biological concepts have been most successfully applied. In aggregate, we conclude that research efforts are most successful when they separate biological design from biological implementation – that is to say, when they extract the pertinent principles from the former without imposing the limitations of the latter.  相似文献   

14.
Relevance ranking in georeferenced video search   总被引:1,自引:0,他引:1  
The rapid adoption and deployment of ubiquitous video cameras has led to the collection of voluminous amounts of media data. However, indexing and searching of large video databases remain a very challenging task. Recently, some recorded video data are automatically annotated with meta-data collected from various sensors such as Global Positioning System (GPS) and compass devices. In our earlier work, we proposed the notion of a viewable scene model derived from the fusion of location and direction sensor information with a video stream. Such georeferenced media streams are useful in many applications and, very importantly, they can effectively be searched via their meta-data on a large scale. Consequently, search by geo-properties complements traditional content-based retrieval methods. The result of a georeferenced video query will in general consist of a number of video segments that satisfy the query conditions, but with more or less relevance. For example, a building of interest may appear in a video segment, but may only be visible in a corner. Therefore, an essential and integral part of a video query is the ranking of the result set according to the relevance of each clip. An effective result ranking is even more important for video than it is for text search, since the browsing of results can only be achieved by viewing each clip, which is very time consuming. In this study, we investigate and present three ranking algorithms that use spatial and temporal properties of georeferenced videos to effectively rank search results. To allow our techniques to scale to large video databases, we further introduce a histogram-based approach that allows fast online computations. An experimental evaluation demonstrates the utility of the proposed methods.  相似文献   

15.
The Universal Mobile Telecommunications System (UMTS) represents the emerging European standard for next generation cellular systems that transmit data as well as voice on a global basis. The UMTS goals involve the integration of evolved versions of today's second generation digital cellular systems, together with new terrestrial and satellite components. They also address a fusion of the mobile and fixed networks with a much greater role for intelligent network services. The integration scenarios take little account of the proliferation of IP based networks, and some system redesign is necessary to correct for this. To build on the strengths of GSM, the core UMTS network will evolve from the existing GSM service. UMTS support for data will probably be based on GPRS developed for GSM. Speeds available will vary from approximately 100 Kbps for a pre UMTS, GSM based system up to 2 Mbps for new UMTS radio access networks. Future mobile broadband systems may extend this up to 155 Mbps in restricted environments. The ETSI timetable for introducing these new systems shows the first equipment going into service in 2002, with full availability of third generation UMTS services by 2005  相似文献   

16.
Advergames are a form of branded entertainment that feature advertising messages, logos, and trade characters in a game format. This paper reports a preliminary examination on the effects of an advergame on perceived brand value in a context of mobile social networking sites (SNSs). Drawn upon categorization theory, the study posits that, while mobile SNS engagement stimulates electronic word-of-mouth (eWOM) intention among game players, perceived brand-game fit also drives eWOM intention, which in turn positively affects perceived brand value. Furthermore, perceived brand-game fit is contemplated to be a direct driver of perceived brand value. A research model is validated by a large-scale online survey. Using a real promotional campaign for a popular consumer good (Procter & Gamble’s Pringles), the authors create an advergame for one of the most popular mobile SNSs in Japan. The results from structural equation modeling corroborate all hypothesized relationships. This article closes with some theoretical and managerial implications, as well as recognition of important limitations.  相似文献   

17.
Although previous research has explored the effects of social networking site (SNS) use in organizations, researchers have focused little on its negative consequences. This article attempts to fill this void by examining, through the lens of social cognitive theory, the extent SNS addiction impacts personal and work environments. The results, based on 276 questionnaires completed by employees in a large information technology corporation, show that addiction to SNSs has negative consequences on the personal and work environments. SNS addiction reduces positive emotions that augment performance and enhance health. SNS addiction fosters task distraction, which inhibits performance. Theoretical and practical implications are discussed.  相似文献   

18.
Networks can be understood as organizational control strategies. As an example, we present two case studies of team-based networking strategies associated with the Total Quality Management movement in the United States. TQM's implied social contract requires some form of power sharing. In practice TQM team organization can also become another form of labor intensification. Similarly, TQM appeals to democratic values by emphasizing participation, communication, cooperation and team work. Such claims can also serve to legitimize major organizational changes, some of which follow familiar Taylorist patterns. Two cases illustrate how the technical components of communications systems help redefine control systems in TQM-based work rerganization experiments. In the manufacturing setting, communications took the form of web-and-hub networks, centralizing off-site engineering control of production workers. In the design and engineering workplace, peer-to-peer communications implemented by self-managed teams reduced intellectual slack time. In both cases the communications systems provided means to intensify labor.We wish to thank Sal Agnihothri, Andrew Clement, Peter Meiksins, Gary Roodman and Ina Wagner, as well as members of the SUNY-Binghamton School of Management Information Systems Seminar for their criticisms of earlier drafts of this paper. We are grateful to Suzanne Iacono and Nancy Zimmet for especially close and helpful readings. Katherine Karlson helped tremendously in locating sources. The opinions expressed here are our own. All the usual warnings about generalizing from culturally-specific cases apply. The authors are listed alphabetically.  相似文献   

19.
On one hand, compared with traditional relational and XML models, graphs have more expressive power and are widely used today. On the other hand, various applications of social computing trigger the pressing need of a new search paradigm. In this article, we argue that big graph search is the one filling this gap. We first introduce the application of graph search in various scenarios. We then formalize the graph search problem, and give an analysis of graph search from an evolutionary point of view, followed by the evidences from both the industry and academia. After that, we analyze the difficulties and challenges of big graph search. Finally, we present three classes of techniques towards big graph search: query techniques, data techniques and distributed computing techniques.  相似文献   

20.
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